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themodelcitizen
Gunner
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Posted: Tue Dec 14, 2021 5:33 am Post subject: Stuff that wasn't included in the finished game |
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We know about the "useless items" to impress missionaries and native chiefs that were dropped from the finished version (and rescued thanks to the legendary AdamMil). There are also nifs for a parrot and an extra pirate_captain that look unused.
It looks like there's some other stuff that, as far as I can tell, didn't make it - the executable has a reference to a "fencing_instructor" near the reference to the captain of the guard (different from the retired player character "fencing master"). There's also something in there that looks like a sneaking minigame from Cartagena prison, with the difficulties "Argh (sneak in)" "Aaargh! (sneak out))", and "Aaaaargh!!!"
Weird stuff, anyone seen anything else like that? Wonder if we can find a way to use whatever work went into them but wasn't used |
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themodelcitizen
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Posted: Tue Dec 14, 2021 6:16 am Post subject: |
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Was there something about artillery as well? There's a land battle unit in the text.ini file (like archers, infantry, officers etc) called "grenadoes", and I remember reading something about it being cut from the final game.
The Pirate-o-Pedia also seems to suggest that YOU can control Native units in land battles at certain points in the game, which I don't ever recall? Same with the native chiefs having knowledge about lost cities? |
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Pirate
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Posted: Tue Dec 14, 2021 6:55 am Post subject: |
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Wasn’t there a scene you can duel the fencing instructor in the bigger mode only. Seems like the Governor notices you have a scratch and thinks fencing lessons are needed. All other levels it never happens. Hardly anybody plays that level unless they really never played the game before. Also you get the whole treasure map at once instead of piece by piece but yeah there is a fencing instructor. |
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Pirate
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Posted: Tue Dec 14, 2021 6:57 am Post subject: |
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Probably seeing talk like a pirate day lingo in there. On that day it use’s it. |
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themodelcitizen
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Posted: Tue Dec 14, 2021 8:08 am Post subject: |
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Like tobacco, artillery was intended to be in the game (in land battles) but was scrapped at some point. From the Pirate-o-pedia:
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Roland
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Posted: Wed Dec 15, 2021 2:59 am Post subject: |
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The fencing master only appears when you play at Apprentice level. The "useless items" (which might not actually be completely useless) have always been part of the game - I'm not sure where you got the idea they were dropped. Doesn't the bartender in pirate havens have a parrot on his shoulder? |
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Pirate
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Posted: Wed Dec 15, 2021 3:24 am Post subject: |
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The bartender asks you where is your parrot but the parrot itself isn’t in the game although there is a parrot nif and texture as well as animations for it in the fpk packs. The useless items aren’t totally useless and they were always in the game. There is a Pirate Captain in the fpk packs that isn’t in the game. |
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themodelcitizen
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Posted: Wed Dec 15, 2021 5:41 am Post subject: |
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Roland wrote: | The fencing master only appears when you play at Apprentice level. The "useless items" (which might not actually be completely useless) have always been part of the game - I'm not sure where you got the idea they were dropped. Doesn't the bartender in pirate havens have a parrot on his shoulder? |
That flies around a bit, right? Can't remember if I just imagined that.
I meant that the utility of the useless items was removed, not the items themselves (clearly that part had already been coded) - the game manual and Pirate-o-Pedia talk like they'll help with interacting with natives/missionaries but the effect isn't actually there, or at least is quite negligible. |
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corsair91
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Roland
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Posted: Fri Dec 17, 2021 1:44 am Post subject: |
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themodelcitizen wrote: | I meant that the utility of the useless items was removed, not the items themselves (clearly that part had already been coded) - the game manual and Pirate-o-Pedia talk like they'll help with interacting with natives/missionaries but the effect isn't actually there, or at least is quite negligible. |
I think the claim that the items are useless has been shown to be incorrect. |
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themodelcitizen
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Posted: Fri Dec 17, 2021 7:19 am Post subject: |
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Roland wrote: | themodelcitizen wrote: | I meant that the utility of the useless items was removed, not the items themselves (clearly that part had already been coded) - the game manual and Pirate-o-Pedia talk like they'll help with interacting with natives/missionaries but the effect isn't actually there, or at least is quite negligible. |
I think the claim that the items are useless has been shown to be incorrect. |
Ohhh OK just reading up on it. The sacred items make the Jesuit missions "reset" faster after a mission (instead of "back so soon?").
That said, the code includes unused dialogue for them to refuse to help at all, which was cut at some point. As for Natives, it might reset faster as well, and there's also unused dialogue for them to refuse completely.
For that matter, there's code for (regular) pirate captains to refuse to help you, but even if you're on bad terms with them, they tend to help you anyway IIRC? |
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themodelcitizen
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Posted: Fri Dec 17, 2021 8:58 am Post subject: |
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Huh, there's a waterfall.nif and a waterfall icon for the treasure map. Placing the nif in "assets" with the filename of one that was used (like the Indian totem) means you can bring it into play, but it's clearly unfinished - just a huge hill with an all-white "waterfall" and pond:
editing "dg_waterfall" might make it blue, at least, but I don't know if we can get it moving (maybe why they scrapped it).
There's also treasure map icons for other stuff like a ship, horsehoe, small temple, temple wall, etc. I'll keep playing with them to see what can actually be used, i.e. in order to drop the stone heads and Indian totems for our Europe mod. |
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corsair91
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Posted: Tue Jan 11, 2022 1:34 am Post subject: |
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Abandoning Ships......, ........Creatively
https://web.archive.org/web/20070905161804mp_/http://www.addictedforums.com/index.php?showtopic=4113&st=0
(wayback machine can be sluggish to use)
Marquis
Aug 2 2007
I suppose really this would just help with dividing the Plunder, but what if when you hit 'abandon ship' you simply left it in the ocean, so that it was still visible, and you could pick it up whenever you wanted?
Thread Summary
(See Thread link for full discussion)
concepts of
dividing your fleet
Shipyards ship docking fees
Build pirate city or haven
one kidnapper name limitation
rather than say a list of names similar to how ship names work
to randomize the kidnapper name
SMP, OTOH, would require a major overhaul in order to expand it. Essentially, they'd have to create a whole new game because it's simply not designed to have additional things plugged into it.
They could just add a few new ship-types, new characters, new land-battle units (cannons for sure!!!), new items and new quests - not that big a deal.
The new ship types wouldn't be a hassle.
Other than cannons, what other land units could be added?
Even cannons require some serious tweaking of the AI because of the unique way they would interact with the terrain.
New items, yeah I can see a LOT of potential there. But any new quests would require a LOT of programming in order to weave them into game.
For one thing, they would have to be squeezed into the Achievement Points panel; they raise the ceiling for total number of AP's, requiring an adjustment on the point ranges for each of the retirement ranks; not to mention that it would adversely affect the speed at which the character accomplish all of the goals already in the game. (Like, have you noticed that you can only be going after ONE Known Pirate's treasure at a time? And tracking down ONE relative at a time? And I _think_ you don't get any of the Lost Cities -- _ONE_ at a time -- until **after** you've finished with the relatives.)
No looks like you can get a map piece before you find any of your family members. |
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corsair91
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themodelcitizen
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Posted: Thu Jan 27, 2022 7:29 pm Post subject: |
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There are also lines in the code for settlements (villages) being taken over by other nations, but I think that if that happens at all, it's usually in the background when you're on the other side of the map?
There are similar lines of code (like the news item when a city changes hands) for attacks on native villages and pirate havens iirc, but I don't think that made it any further into being coded into the game. |
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